Jon rushes down the stairs just in time to see Kereek hit a massive rat with a glob of acid Jon couldn't get to the rat this round. Orin chops at it right after, but misses as the rat sinks its teeth into his leg, pulling loose a chunk of skin. 2 hp

The man-turned-wolverine seems to cast a spell, causing Agnar to try to jab at it unsuccessfully, and suddenly five small humanoid figures rise from the ground, gemstone eyes glinting and limbs ending in painful looking rock fists.

Kereek, Jon and Agnar discover just how painful those fists are, as they get slammed with wild swings. 5 hp each

Away from the melee, Treshiell moves to the body -- which she discovers is indeed Rupert! She pulls the wounds from the badly bruised and beaten man, though he still doesn't wake from unconsciousness.

Satisfied that Rupert is not dead or dying Treshiell picks up Thaal and places him on the unconscious rogue. "Watch him", she whispers and moves back to where her allies are battleing the mystical hermit. She moves up to the corner where she spots the newly spawned elementals. With a flick of her wand she sends two bolts of magical force into the closest one.

Jon's blow shatters the elemental, which collapses into a small pile of rubble on the ground.

Kereek slashes one, his claws coming away covered with dirt, but it continues to stand, even as Treshiell's missiles slam into it. 8 hp total

Agnar also hits one of the diminutive humanoid forms, but though his spear pierces its rocky form 9 hp, it simply flows around it, moving forward to slam its fist into the cleric. 6 hp

Kereek takes another wicked blow from the elemental next to him, rocking the kobold's head back again. 10 hp

As Orin fends off the rat and then splits it in half, he leaves him open to the elemental, which manages to hit him right in the groin, leaving the half-elf doubled over in pain. 14 hp

The wolverine again seems to undulate on the ceiling and suddenly a seemingly endless mass of rats seems to materialize out of thin air, swarming over Agnar! Already reeling from the elemental's attack 6 hp, the Ulfen man feels dozens of sharp teeth pierce his flesh. 3 hp; DC 12 Fort save or be nauseated for 1 round

Treshiell sends two more orbs of magical force against the small elemental forms.

Standard action to use my Wand of Magic Missle against the elemental on Kereek. If that elemental is dead i'll target the one north of Jon. 2d4 + 2 ⇒ (1, 1) + 2 = 4If both elementals are dead at the end of my turn i'll move up next to Jon

"Aaarrgh!" Agnar, overwhelmed, channels a wave of healing energy, hoping to bolster his allies enough to save them all despite healing the enemy. "Back to the stairs! Treshiell, drag Rupert. Orin, Jon, keep them bottled up. We can't let them all at us at once!"

Stepping to the southeast, Jon's blade smashes the elemental next to Orin, sending a spray of rock chips flying, but not quite damaging it enough to destroy it.

Kereek slashes the elemental in front of him, which moments later bursts into a spray of rock and earth as Treshiell's magic missiles hit it.

Agnar's healing burst closes wounds -- including a few on one of the elementals -- as Orin, still recovering from the pain, swings wildly at the creature in front of him. Undaunted, the elemental hits him again, and the half-elf collapses. 10 hp

Like Jon, Agnar's able to find off his attacker, but the rats quickly crawl all over the cleric again -- dangerously close to the prone half-elf -- biting and clawing at the Ulfen. 5 hp; DC 12 Fort save or be nauseated for 1 round

The wolverine suddenly races the length of the cave along the ceiling, crawling down the opposite wall, putting himself between Kereek and Treshiell. Map when I get home or in the a.m.

Hearing the sounds of intense fighting coming from below, Prazil looks from the trussed up bandits toward the stairs, his scaly forehead wrinkling in concern. After a moment, he spurs Fang into motion and the two bolt toward the stairs trusting that the bandits' bonds will prove sufficient in holding them.

Double move if necessary, but if Prazil can get within 30 feet of most of the group with a single move (Fang's speed is 35 & that can be bumped to 45 with an auto-succeed ride check to spur him on if need be) he'll spend a standard action to use his Tactician ability and grant every ally within range a bonus to all their saves for 4 rounds. Bonus = +1 (untyped) per adjacent ally, max bonus of +4

Stoically attempting to ignore the myriad rat bites, Agnar hits on a desperate plan to save his comrades. He steps back deeper into the rat swarm, away from the swinging fists of the elemental, digging a flask from his belt, he dashes it to the floor, causing fire to erupt.

5 foot step to the south, throwing a flask of alchemist's fire down in the square to my right. Ranged touch: 1d20 + 6 ⇒ (20) + 6 = 26 Damage:1d6 ⇒ 3 fire. Agnar will take a point of splash damage. Can you crit with splash weapons?

You can crit with splash weapons, but swarms are immune to crits and flanking, being made up of many animals with no discernible fronts or backs. Also, it takes half again as much damage from splash weapons. So you did 4 points of fire. BURN!

I think retreat is a definite option. Swarms are bad, but Kereek can take them out easily when he's fully rested and spell-ready. We're out of resources and the summoning ability is giving him plenty of minions to throw at us. We need to get out.

Prazil races down to the basement requires double move, with pushing Fang in time to see Kereek's gout of flame wash over an elemental and just catch a wolverine as it ducks aside.

Jon touches Orin, closing a few of his wounds, as Treshiell moves back to Rupert's unconscious form and begins dragging it back toward the stairs.

Agnar moves away from the rest of the group, tossing a flask on the ground, and filling the small basement with the sound of screaming rats and the smell of burning fur. A handful of the small creatures suddenly blink out of existance, returning to wherever they were summoned from, but it barely makes a dent on the overall mass.

The wolverine moves toward Kereek, biting the kobold's leg 3 hp, though the sorcerer is able to fend off its claws.

The elementals move to attack Jon and Orin. The paladin's able to defend himself but Orin, already reeling, takes a blow to the head that drops him right back to the ground. 10 hp; can use original stabilization check if you want or reroll

The rats continue to swarm Agnar, though the flame and smoke seems to distract them, and they do little damage. 1 hp; DC 12 Fort save or be nauseated for 1 round

Kereek snarls as the big rat-dog attacks him, biting his leg. "Bad man-rat! Bad!" He thrusts the wand at the thing, trying to catch both it and the previously scorched elemental in the blast! As the wave of fire licks out, the wand crumbles to ash, its magic spent.

Burning hands: 2d4 ⇒ (4, 1) = 5 Reflex DC 11 for half

His task done, Kereek steps to the SE five feet, trying to get close to the downed ranger to pull him out or revive him.

Round 6 - Initiative 20
Bursting onto the scene, the first thing Prazil sees is a vicious badger and muddy-man-thing backing Kereek into a corner. Bravely, he and Fang interpose themselves between Kereek and the villains!

Prazil's hammer misses the wolverine as Fang tears into the elemental, knocking it to the ground, where it disappears in a gout of flame from Kereek's wand that also catches the wolverine.

As Treshiell and Jon drag Rupert and Orin, respectively, toward the stairs -- where the wolverine waits in their way -- the paladin suffers a blow from the elemental, which hits him right in the back as he leans down to pick up the half-elf. The earthen creature pursues him, and delivers another vicious blow that knocks the paladin out. 23 hp

Agnar throws another burst of flame down around the rats surrounding him, seeing more blink out from existence. He's able to avoid a blow from the elemental, but the rats continue to gnaw at his exposed flesh, leaving him covered with more and more bites. 5 damage; DC 12 Fort save or be nauseated for 1 round

The wolverine claws Fang, leaving several streaks of blood along the wolf's coat. 4 hp

Round 7 - Initiative 20
Prazil barks in surprise as the muddy-rock-man-thing lays Jon out. Not knowing what else to do besides try and make the way clear for his companions who are retreating, he focuses on defeating the wolverine in front of him.

Kereek lets loose a howl as Jon, Orin and Agnar fall. Suddenly his heroes are all dropping around him and the sight of it causes something inside him to break. Howling with anger, he leaps at the wolverine, attacking with claws blazing!

Taking a five foot step to be in range of the wolverine, and full attack on the creature!

Treshiell drops the unconscious Rupert to the floor and holds up both her hands towards the thrashing wolverine. A cloud of barely tangible force swarm the creature, tugging and pulling on it's concentration.

Use Misfortune hex will save DC 15 to avoidIf the hex works, i'll use Cackle as a move action to extend the duration.

Treshiell's power seems to have little effect on the hermit-turned-wolverine, though Fang and Prazil are able to hit it as it stands up. 8 hp

It again claws and bites at Fang but again the wolf is able to avoid any harm, somehow.

As the rats begin swarming toward the standing members of the group, the two elementals close in, both punching at Kereek. The kobold sorcerer is able to avoid one of them, but the other gets through his magical protection, a vicious blow that has him seeing stars. 6 hp